Comic 663 - Try the second door

Posted on 8th Dec 2017, 2:38 PM in Ghosts
Try the second door

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Author Notes:

Morgenstern 8th Dec 2017, 2:38 PM edit delete
You take a closer look at the lock.

You determine that picking the lock with a syringe would not be very feasible--it would be better to come back with Fuse, or least with an appropriate lockpick. You could probably unlock it with your blood, but it may be better to save it for more pressing things.

For now, you send your drone to the second door. You listen carefully at the door, but hear nothing. After a moment's pause, you enter.


Xylas_Incarnum 8th Dec 2017, 2:57 PM edit delete reply
Ah the two of them were connected, if this room's flipped from the one we just left.
Twyll 8th Dec 2017, 2:58 PM edit delete reply
Hmm, let's examine those pills on the floor. And also see if we can see what all these controls are for.

Also, what are the papers on that other door?

Can we open the small cabinet thing on the wall with our bandages?
Lythar 8th Dec 2017, 3:11 PM edit delete reply
That cabinet thing looks like a fuse box. If it is, I suggest we not poke around with it or else we might tip someone off that we're here.
WalkerOfSorrow 8th Dec 2017, 3:46 PM edit delete reply
You're thinking in the right direction, but I don't trust ANYTHING in this room. I would like to know...

1. What the green smears on the pipes are.
2. What that orange valve looks like in more detail.
3. A basic description of the console.
4. What's in the drawer/cabinet thing.
5. What the pill bottle and blue thing are.
6. What the papers are the door are.
7. What the dial/gauge things on the right pipe are.
8. If we can hear anything (including by the new door).
Guest 21st Dec 2017, 1:33 AM edit delete reply
Calling it now, mutated mushroom monster, the MMM for short